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View Full Version : So what are you working on?


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ImSlightlyBored
01-13-2008, 09:27 AM
[ QUOTE ]

One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.

[/ QUOTE ]
Just thought you should know this helped me as well
cheers, good advice

Davision3D
01-13-2008, 09:43 AM
http://www.daxx-web.de/bilder/depritoon.jpg
...stoned...this head! /images/graemlins/confused.gif

Waz
01-13-2008, 09:58 AM
I made a quick Bender model for Unreal Tournament 3. Modeled, textured, and imported into UT3 in the time it took to watch Bender’s Big Score (2 hours). Theres a couple issues with the character but it was done quickly to see what limitations there are for importing custom characters into UT3. (Right click the picture to download)

http://waz.ca/forumimages/3d/Bender_Shot.jpg (http://waz.ca/forumimages/3d/Bender.rar)

Info on how to install in the archive.

ImSlightlyBored
01-13-2008, 10:04 AM
haha
awesome
wondering if benders eyes should give off light a bit? they dont in the cartoon but thats understandable. Just wondering if that'd look good or not tbh

Hi-poly Tech-Nouveau floor tile. Not totally finished and my render res seems to have not picked up the finer details like screws and stuff. Still prefer Blenders AO pass though, and I've always liked the graininess of lower quality AO

http://img516.imageshack.us/img516/3933/hipolyfloorsl4.jpg

gauss
01-13-2008, 01:18 PM
sexy stuff vahl, sexy stuff /images/graemlins/smile.gif

Neox
01-13-2008, 01:55 PM
haha the bender rocks

@rens: really nice work, should be doing more classical stuff too

worked on the color layout

http://polyphobia.de/nonpublic/airborn/colors.gif

Slum
01-13-2008, 02:00 PM
Nice stuff neox.. looks awesome. Reminds me of a character from a game I was working on years ago called Far Cry (way before THE far cry came out :P)

Martin Henriksson
01-13-2008, 02:59 PM
http://static.pici.se/pictures/vkZuuuOYs.jpg

normal/speccmap assignment for school.

Japhir
01-13-2008, 03:15 PM
thats really cool sekneox! loving the character!

Tumerboy
01-13-2008, 04:48 PM
Martin, I assume you're modeling from an Airsoft gun? If you want it to look like a real Remington 870, lose the magazine.

Martin Henriksson
01-13-2008, 05:14 PM
[ QUOTE ]
Martin, I assume you're modeling from an Airsoft gun? If you want it to look like a real Remington 870, lose the magazine.

[/ QUOTE ]

The pic i used as ref is indeed an airsoft gun, doesnt really matter to me tho as its just a practice piece to learn normalmap workflow and such. Its not going to be used for anything else really.

http://www.airsoftatlanta.com/images/new_shotgun_1a_jpg.jpg
the ref.

Slum
01-13-2008, 05:19 PM
http://www.stupidfaceboy.com/picklejpg.jpg

should have shirts of this and a few others for sale on bountee soon, if the site stops crapping out on me.

Tumerboy
01-13-2008, 09:52 PM
I'll buy one.

kat
01-14-2008, 02:18 AM
[ QUOTE ]
haha
awesome
wondering if benders eyes should give off light a bit? they dont in the cartoon but thats understandable. Just wondering if that'd look good or not tbh

Hi-poly Tech-Nouveau floor tile. Not totally finished and my render res seems to have not picked up the finer details like screws and stuff. Still prefer Blenders AO pass though, and I've always liked the graininess of lower quality AO

http://img516.imageshack.us/img516/3933/hipolyfloorsl4.jpg

[/ QUOTE ]I doubt you will be able to unless you're rendering above 1024 becasue you've not got enough pixel space to use for those sorts of teeny tiny details given how normals work. Good results with Blenders AO there.

Neox
01-14-2008, 03:08 AM
Ok worked a bit on the face texture, have to remove the eye shadows more, they make him older then he should be.
And i have to read me into UT3 materials, want to get a more toon style shading, not soooo smooth and 3d as it is right now.
Is there a Ressource (tutorials or premade) for UT3 shaders anywhere?

http://polyphobia.de/nonpublic/airborn/boy_ut2.jpg

Ruz
01-14-2008, 06:38 AM
SEKNeox - coming along nice
http://img512.imageshack.us/img512/7333/geezersw2.jpg
been working on this for a while. got it in unreal3 engine too

hawken
01-14-2008, 06:50 AM
more progress on the divers

http://farm3.static.flickr.com/2249/2192671632_2ae355dddc_b.jpg

Sectaurs
01-14-2008, 08:24 AM
does the mermaid have a penguin in a headlock? and why is she pinching herself. i'd ditch the line down her tail as well, makes her look like mermaid barbie with legs in a sack.

i actually really like the image, though. charming little divers - especially the right-most

Davision3D
01-14-2008, 08:32 AM
Boom!
http://www.daxx-web.de/bilder/bullcannons.jpg
I dont want to make all these cannons, i just cant decide where to put a cannon.


@ Neox
Great colors
here is something about CelShadeing in UE3: http://www.hourences.com/book/tutorialsue3mated3.htm

@ Ruz
Looking very good
what are this yellow pixels at his vest?

conte
01-14-2008, 08:32 AM
Ruz, wary koul.

Slaught
01-14-2008, 08:32 AM
I think it´s a crab.
Nice work. /images/graemlins/grin.gif

Slum
01-14-2008, 09:15 AM
Davision3D : it looks like you cant decide where to NOT put a cannon :P

Mr.T
01-14-2008, 10:02 AM
We all know where to NOT put one don't we? /images/graemlins/crazy.gif
(that was a lame first post I know.. /images/graemlins/laugh.gif )



Amazing work

Darksun
01-14-2008, 11:10 AM
Ruz: Dang, love that face. Although it's the focal point of the model, I feel like the arms suffer a tad from lack of detail & highlights. The highlights on the face are especially awesome and help it to pop, i'm wondering if you could carry some of that over to the arms to balance it a bit more.
Can we see some close ups of the face so that I may steal your knowledge? /images/graemlins/wink.gif

Davision3D
01-14-2008, 11:52 AM
/images/graemlins/confused.gif To make this right...I dont want to make all these cannons, i want to make one cannon and i cant decide where i want to place this one cannon./images/graemlins/confused.gif

uk_resistant
01-14-2008, 12:15 PM
trying to get some new things into my portfolio, its getting a bit stale.

alien rockstar.

http://i3.photobucket.com/albums/y98/ukresistance/alien_pc_face.jpg
http://i3.photobucket.com/albums/y98/ukresistance/alien_pc.jpg

fritz
01-14-2008, 12:37 PM
i agree about the mermaid comments. i believe its a crab in a shell....that extends past her arm. am i right? it's just a little confusing because with her hair curls looking "tentacle-y"...it looks like she's holding a crab_octopus

Sectaurs
01-14-2008, 12:49 PM
uk_resistant - pants usually relax the opposite way when belted, the back stays up on the ass and the front dips down. maybe it's just me, but it looks odd the way you have it. also, that bit of bagginess on the back of the knees looks fabricated. don't think I've ever noticed that on anyone's pants that wasn't laced at the knees.

i don't much care for the design of the alien head - just not my style - but the texturing is nice. like those subtle creases on his snout. eyes could use some spec or something to pop them.

boostermoose
01-14-2008, 12:56 PM
http://i65.photobucket.com/albums/h201/boostermoose/LukeRender.jpg

uk_resistant
01-14-2008, 12:59 PM
actually the trousers are supposed to be loose fitting around the bag, like they are worn a little low.

yeah that back view just show that "bagged" area very well, makes it look too round, will fix.

Marshal Banana
01-14-2008, 02:27 PM
He's been almost finished for a while. The texture looks a whole lot better out of Gmax.
http://i93.photobucket.com/albums/l43/Marshal_banana/Nightmaretex.jpg

DannyLad
01-14-2008, 02:45 PM
Working on my texture skills and a Garand for a CoD4 mod.

http://uploads.dodart.net/uploads/M1Garand-WIP.jpg

http://uploads.dodart.net/uploads/GrandClock.jpg

I'll keep working on my texture stuff before I knock up a topic.

Pavel
01-14-2008, 02:50 PM
2 SEKNeox
It's madness cool work!
Keep up!

tokidokizenzen
01-14-2008, 03:01 PM
DannyLad
Wall and floor texture don't look right together, mainly the colors. Maybe you're just showing off the clock and don't care.. That wall texture is crazy, wher'd you get that?

DannyLad
01-14-2008, 03:03 PM
[ QUOTE ]
DannyLad
Wall and floor texture don't look right together, mainly the colors. Maybe you're just showing off the clock and don't care.. That wall texture is crazy, wher'd you get that?

[/ QUOTE ]

Yeah there just pulled right from CGTextures.com, random style lol.

I didn't put together a little enviroment yet as i've got about 4 more assets to do.

Sectaurs
01-14-2008, 03:21 PM
that wall is completely eclipsing your clock, stealing attention from it. i'd tone it down considerably

DannyLad
01-14-2008, 03:31 PM
[ QUOTE ]
that wall is completely eclipsing your clock, stealing attention from it. i'd tone it down considerably

[/ QUOTE ]

Will do, thanks for the feedback about that.

Emil Mujanovic
01-14-2008, 04:33 PM
[ QUOTE ]
more progress on the divers

http://farm3.static.flickr.com/2249/2192671632_2ae355dddc_b.jpg

[/ QUOTE ]
The one on the right is fucking ace, hawken! Nice one.
I agree with sectaurs about the line down the mermaid's fin. Reads like there are legs in there IMO.
The third guy is brilliant as well. Is the 'Z' a reference to the Life Aquatic?

-caseyjones

el zilcho
01-14-2008, 04:50 PM
I've been hanging around not doing anything in this forum too much, so it's time for me to start contributing.

hello polycount! i think this is my first post ... err.

ps. there is supposed to be some personification going on there. hope u like meh gorilla!
http://i2.photobucket.com/albums/y10/Treborguy/shot1.jpg

Ooghijmiqtxxa
01-14-2008, 08:45 PM
This is a WIP door that I'm working on for my portfolio. Almost finished with the diffuse and going to work on the spec and normal after.

http://img143.imageshack.us/img143/1197/wipdooron5.jpg

I was trying to go for something you'd see in Firefly. Rusty, old but future looking. I'm not happy with the red sign on the right. I'm thinking of making it smaller and changing the text. Looks pretty crappy to me but I like the color in it so I'mma keep that.

SEKNeox: Try http://tutorials.hourences.com/tutorialsindex.htm if you haven't already. He goes over some of the shader stuff in his tutorial section. That model is looking great, oozes style.

Slum
01-14-2008, 09:17 PM
The pickle shirt is now on sale. It's set at the lowest price possible, so I don't make any money. I really just made it so I can get one myself, but if any crazy people want one, here you go.

http://www.bountee.com/productview.action?id=151366

http://www.bountee.com/members/150230/150231/151366/cachedimages/scale250375svgdesign_151366.png

Inpw
01-15-2008, 02:22 AM
from my workflow on GA:

http://img248.imageshack.us/img248/2246/inpwwip09censoredpf5.jpg
Etna from Disgaea

hawken
01-15-2008, 03:35 AM
kiddy porn, nice moves sicko!

(he says, from Japan)

HonkyPunch
01-15-2008, 06:36 AM
OMG PEDO BAN BAN
LOLOLOL


It's not bad, but the face doesn't look much like her, ya'know?

FAT_CAP
01-15-2008, 07:37 AM
Just some ZBRUSH stuff I have been doing recently

http://www.fatcapdesigns.com/wip/skeksies_render.jpg

http://www.fatcapdesigns.com/wip/pig_screens.jpg

tokidokizenzen
01-15-2008, 07:38 AM
[ QUOTE ]
kiddy porn, nice moves sicko!

(he says, from Japan)

[/ QUOTE ]

hahhahahaa

Inpw
01-15-2008, 08:07 AM
[ QUOTE ]
OMG PEDO BAN BAN
LOLOLOL

It's not bad, but the face doesn't look much like her, ya'know?

[/ QUOTE ]

I'm realy upset. Are there any ideas how to make her looks more like Etna?

PS. Don't ban me - I'll make censored squares larger! /images/graemlins/smile.gif

cholden
01-15-2008, 08:21 AM
Have a look at Andy H's Etna, he really captured the look
http://andyh.cgsociety.org/gallery/165360/

Ruz
01-15-2008, 09:04 AM
really nice fat cap - happy birthday cholden

Swizzle
01-15-2008, 09:31 AM
Working on a bust. I'm going to use it for normal mapping:

http://farm3.static.flickr.com/2242/2193806203_8d2e7fb58f_o.jpg

ThatDon
01-15-2008, 11:10 AM
Judging from the side profile he needs to be beefed up from the neck down.

tokidokizenzen
01-15-2008, 11:16 AM
[ QUOTE ]
[ QUOTE ]
OMG PEDO BAN BAN
LOLOLOL

It's not bad, but the face doesn't look much like her, ya'know?

[/ QUOTE ]

I'm realy upset. Are there any ideas how to make her looks more like Etna?

PS. Don't ban me - I'll make censored squares larger! /images/graemlins/smile.gif

[/ QUOTE ]

Maybe this will help
http://www.poppon.com/temp/etna_.jpg

caseofchill
01-15-2008, 12:06 PM
Love the heads FAT_CAP, gonna texture them?

FAT_CAP
01-15-2008, 12:32 PM
Thanks RUZ and CASEOFCHILL!

@RUZ - really liking how your reporter guy is coming along - the hair is working really well - I still haven't seen a good system to get nice looking hair in UE3- give us back blended alpha!

@CASEOFCHILL - No texturing for these guys for the minute. I find that if I start spending too much time on one thing it turns into "work" and I loose steam. Maybe I will return to them later with a fresh eye.

Japhir
01-15-2008, 12:52 PM
http://www.gameartisans.org/thumb_images/800/gamecon/galleries/uploaded_artwork/603-1200426226-artwork.jpg
i had fun working on this little buggar /images/graemlins/laugh.gif great sdk!

Martin Henriksson
01-15-2008, 01:07 PM
Got a fun school assignment yesterday that i just finished, we were suppsed to make something with both organic and non organic parts in highpoly. We were not allowed to use anything except maya so no textures/sculpting.

http://static.pici.se/pictures/faKOzXklf.jpg

http://static.pici.se/pictures/NAZWGIKnm.jpg

really enjoyed this one, havent done a whole lot of highpoly in maya. Tried to make it look like he was just about to crash or so.

Inpw
01-15-2008, 01:41 PM
tokidokizenzen Great thanks!! I'll follow your advice. Hope it helps.

Ferg
01-15-2008, 01:51 PM
Nice Japhir! It's been really cool to see how hard you've been hitting the art practice lately, definitely showing improvement every time. Keep that shit up!

As for your stab at bobo's sdk, I have a couple of crits for ya. Try darkening the dark areas a bit more. Your highlights are nice and bright, and your midtones are solid, but your darks are pretty washed out. Grab a dark blueishredskincolor (that's a real color, by the way) and start defining the hell out of those features. Also, you've got a good base skin tone there, but you could benefit from some added "meaty" colors under the surface in areas. Maybe throw in some saturated reds and blues underneath the skin in "meatier" areas.

Sectaurs
01-15-2008, 01:53 PM
did you render it with a yellow light? it looks better on the model than in the texture flat. that little bit of yellow goes a long way.

diZzyWalnut
01-15-2008, 02:01 PM
[ QUOTE ]
Working on a bust. I'm going to use it for normal mapping:

http://farm3.static.flickr.com/2242/2193806203_8d2e7fb58f_o.jpg

[/ QUOTE ]

Are You going for Buffalo Bill ?

http://www.texasjack.org/graphics/BuffaloBill.jpg

/images/graemlins/wink.gif

Japhir
01-15-2008, 02:12 PM
ferg: thanks a lot! so.. what color is "blueishredskincolor"? i guess it's a skincolor that is somewhere between blue and red? :P i'll work on the dark area's and the beef. thanks man!

sectaurs: no, it's just the default lighting, with self-illumination set to 30. i have no idea why it's looking better.. thanks for your reply!

EDIT: something like R250 G147 B174? (#FA93AE)

rooster
01-15-2008, 03:53 PM
martin; maya can do textures /images/graemlins/wink.gif

Swizzle
01-15-2008, 04:20 PM
[ QUOTE ]
Are You going for Buffalo Bill ?



/images/graemlins/wink.gif

[/ QUOTE ]Just sort of free-forming it actually, though the 'stache and beard are about the same.

nkoste
01-15-2008, 05:05 PM
Soon ready for a thread.

http://gameart.nilskoster.dk/images/junk/zcc_wip3.jpg

ImSlightlyBored
01-15-2008, 05:25 PM
is that one of the dudes from doom 3?

SHEPEIRO
01-15-2008, 05:33 PM
some strange things going on with that arm, nice tex

Emil Mujanovic
01-15-2008, 07:53 PM
Japhir, your stuff is really coming along! One thing I find annoying about your textures though, is the extremely noticeable brush strokes. Initially I thought it was a style choice, but then seeing 4 other models that followed with the exact same result, I assumed it was just how you paint your textures.
I like that you use the hard edge brush now, you will get crisper textures that way. But try blending some of those hard brush strokes to get a softer/smoother look. I generally use the smudge tool (used incorrectly, it could totally screw things up) with a combination of a hard edge brush with a dynamic opacity (wacom pressure sensitivity) and just use really light strokes to define the gradient, then lightly smudge to smoothen it out. Don't do long stokes with the smudge tool, just small tight strokes and then move along slowly.
Keep at it, man! You're only getting better and better /images/graemlins/grin.gif

-caseyjones

leilei
01-15-2008, 08:32 PM
lol, got me thinking what if doom3 had diffuse-only without the silly overhyped lighting system

Ferg
01-15-2008, 10:01 PM
hope this helps

just used the palette I plopped down, and the existing colors on the model. It's pretty rough, you could take it way further than I did in terms of mixing subtle blues/reds/greens into the skin. And I fucked up the perspective and added lighting that would be impossible with a mirrored fully lit texture... but hopefully it gets the message across /images/graemlins/smile.gif

http://www.olypen.com/advent/Smiley/temp/japhcrit.jpg

Slum
01-15-2008, 10:37 PM
new shirt going up tomorrow:

http://www.stupidfaceboy.com/ninjabirdshirt.jpg

Tumerboy
01-15-2008, 10:58 PM
Slum, your pickle shirt is on it's way. Thank you much.

Might I inquire as to the inspiration for "I AM PICKLE!"? Don't get me wrong, it's brilliant, but where did it come from?

Irritant
01-15-2008, 11:14 PM
Just a generic, banged up space marine...around 2k polys.

http://cor.planetquake.gamespy.com/codered/testpics/newenforcer3.jpg

Kinda ran out of gas near the end...

Valandar
01-15-2008, 11:36 PM
I've decided to work up a set of 'portfolio' pieces based on the idea of Armageddon happening in 2190 or so, with Heaven, Hell, Humans, and Cthuloid 'things from beyond' duking it out for the fate of existance. I'm giving myself a base polycount of up to 1200 tris (including equipment) for the lowest levy troops, ranging up to 6000-8000 for the unique hero types, with troops in-between that scale having an in-between polycount, etcetera.

Having said that, this is the 'base human' mesh I'm using for humans and humanoids at the levy scale. It's currently sitting at 842 tris.

http://valandar3d.fools3d.com/lowpolyshade.jpg

seantree
01-15-2008, 11:43 PM
Sonic Boom!
http://img87.imageshack.us/img87/7738/gillyod2.jpg
still needs work but kinda happy with it atm.
and a 20 min speed sculpt of Oro
http://img265.imageshack.us/img265/9227/oro2mu0.jpg
hope you guys don't mind these bein thrown up here.

Chai
01-16-2008, 03:34 AM
worked on this a bit, still playing around ...

http://www.svartberg.com/wip/ts_blade_01_05.jpg

Noisybast
01-16-2008, 06:24 AM
Easing into 2008 with some 2D environment textures.
First up, it's a knackered-up metal sign for a (sort of) well-known fast food joint, post-apocalypse style.

http://www.mattnicholson.myby.co.uk/2d/signs/pizza.jpg

I'm pretty happy with the rusty bits at the bottom, but the grime at the top doesn't look right. Looks more like wrinkled paper than filthy, weather-beaten painted metal.
Any suggestions for improving this?

DannyLad
01-16-2008, 06:44 AM
Ah Noisey a fellow scouser, thought I was the only one here.

Anyway, the sign could use more dirt etc in the open white'ish areas for a start. Add a few scratches and alike, might help give you a better look for the dirt at the top.

notman
01-16-2008, 06:54 AM
I agree about the paper look... The rust looks good, but I'm not sure why it would rust on bottom, but not on top. Also, fade out and abuse the text some. It looks to pristine for that much damage.

Japhir
01-16-2008, 07:46 AM
caseyjones: thanks man! your right about the brush strokes, it's not really that i don't know how to smooth them out, it's just that i didn't do it because i wanted to get the overall texture first (this one was done in 2 hours, and after that i didn't feel like working on it anymore :P)
for blending i use hard brushes with dynamic opacity, then if i want to blend something i select the color that is somewhere in between and draw something with that, then between the new colours etc.. i don't really like the smudge tool 'cause it has screwed up a lot of texture work for me in the past.

nice sword chai!
ferg: thanks a lot! i'll work on that soon!

hawken
01-16-2008, 12:05 PM
kuler

http://farm3.static.flickr.com/2099/2198136238_f88a80e44a_b.jpg

sir-knight
01-16-2008, 01:11 PM
my sorry excuse of an attempt at the whole 3d workflow.

http://dreamers-ink.ca/gallery/albums/3d/fullrigtest/feliciawalk.avi

Waiting for free time so I can fix the shoulders... and it's totally for fun at this point so before anyone gets too serious with their comments. Constructive comments still very welcome tho /images/graemlins/wink.gif

pior
01-16-2008, 01:23 PM
Still messing around with les renders
http://img.photobucket.com/albums/v242/pior_ubb/couplerender2.png

Rens
01-16-2008, 01:26 PM
Brilliant! /images/graemlins/laugh.gif

pior
01-16-2008, 01:36 PM
Hehe Hawken you couldn't resist putting the little mac sliders in the screenshot huh? :P

Great characters nonetheless, love the old school scuba guy. The air tubes might need more groove tho...

RazorBladder
01-16-2008, 01:47 PM
Holy fuck pior, I almost had to look twice due to thinkin you sculpted a real one :P

Swizzle
01-16-2008, 01:52 PM
The textures still need a ton of work, but:
http://farm3.static.flickr.com/2056/2198321844_8852339f26_o.jpg

Slum
01-16-2008, 02:21 PM
pior: looks nice.. I'd do something about the shadows though, maybe more samples? You could always just render out a shadow pass seperately and blur/smudge out the shadows in photoshop/compositing package.

pior
01-16-2008, 02:45 PM
Yeah Slum it's quite grainy in there. I am not familiar with these advanced render settings at all - I simply used the numbers provided in the StitchMan2008 thread :P I guess grainy shadows make the render much faster... I don't know if trading this with speed is worth it really. But yeah I could very well go in and tweak this by hand. I actually did something similar in some places of this render, adding some slight hue shift to make it look less CGish!

Inpw
01-16-2008, 04:09 PM
I hope this one is better. I spend too much time for her face and think to stop here. However any advice will be useful for me for the future works.

http://img156.imageshack.us/img156/258/inpwwip10xz4.jpg

Inpw
01-16-2008, 04:10 PM
pior. Great composition and render!

Ged
01-16-2008, 04:38 PM
that face does look a bit better inpw, although I dont know the character. Love those vray settings from stitch guy Pior. I gotta try that some time!

SHEPEIRO
01-16-2008, 04:44 PM
chai- the normal map on your swords blade edge makes it look like a toy its blunt like a plastic sword. id paint the edge by hand and add a scratched normal. also brighten up the spec and col on thedge to sell it.
other than the edge its nice

Chai
01-16-2008, 04:59 PM
[ QUOTE ]
chai- the normal map on your swords blade edge makes it look like a toy its blunt like a plastic sword. id paint the edge by hand and add a scratched normal. also brighten up the spec and col on thedge to sell it.
other than the edge its nice

[/ QUOTE ]

Thanks SHEPEIRO ! will definetly use these crits for the next blade /images/graemlins/smile.gif

I didn't understand what you meant by the scratches on the sharp edge though, could you please elaborate on those ?

SHEPEIRO
01-16-2008, 05:07 PM
just a few sctratches and nicks, the rest of the blade looks slightly battered while the buisness end is clean. it would have been even more worn then sharpened back up again so it needs to reflect that process. also darken the corners of the indent as these wouldnt get as clean and will add pop

Chai
01-16-2008, 05:16 PM
Awesome SHEPEIRO, that makes a lot of sense, thanks again /images/graemlins/smile.gif

Tully
01-16-2008, 05:21 PM
Soccarman18: Other than those ones, no /images/graemlins/smile.gif I'm lazy...
Sa7en: Why yes, Henning, I am planning on painting him! /images/graemlins/smile.gif Glad you like.
Madman: Painting, yes. I might ask later if MoP would make some nicer lit photos of him so I can show them off appropriately in my portfolio. He's the one with the tripod and nice camera, ya see. I've always been rubbish at photography!
Darksun: Thanks! It can certainly be tough to actually finish stuff. For me it's lucky enough that I have absolutely no room to leave unfinished artwork lying around for long periods of time, I have to finish things or end up with crap everywhere /images/graemlins/smile.gif
Ultra: Thanks!
AdamLewis: Thanks, and yep, it was nowhere near done at that point. It's way more finished in these next ones I think you'd agree /images/graemlins/smile.gif

Sculpting's done and painting's begun (rhyming!)
http://www.ldaustinart.com/laurel/demon_sculpt_02a.jpg
http://www.ldaustinart.com/laurel/demon_sculpt_02b.jpg
http://www.ldaustinart.com/laurel/demon_sculpt_02c.jpg

3rd one is with about 45 minutes more work done on it than the other two. Half the teeth are glued in, bit more painting.

Hawkin: I love that 4th guy /images/graemlins/smile.gif

Ferg
01-16-2008, 05:27 PM
you have got to be Fucking Kidding Me. Tully that is awesome... so good that it fills me with the desire to do some maquette sculpting for myself. Awesome work man, tons of detail, and it's got a badass attitude. Everything from the overlayed muscles and tendons to the rocky pedestal look great. Well done.

SHEPEIRO
01-16-2008, 05:29 PM
nice, colour really makes it,
which app did you bake it in......... crap that sounded so funny in my head

NeoShroomish
01-16-2008, 05:40 PM
http://www.imagehosting.gr/upload4/out.php/t61350_spinny2.gif (http://www.imagehosting.gr/show.php/61350_spinny2.gif.html)

click to view spinny .gif

hobodactyl
01-16-2008, 05:57 PM
Tully: I love the color, of course the model itself is great, but the paint is really breathing life into it. Better post some high res pics somewhere when it's done!

rooster
01-16-2008, 06:05 PM
tully: schweeet!

pior
01-16-2008, 06:11 PM
Tully that's cool!! I reckon you paint in very thin layers, one after the other? I am quite curious about the material contrast between the black, shiny part on top as opposed to the dryer looking red hands, it looks great. Is this intentional? If so I wonder how you got these two different material properties out of the same paint. Maybe the hands are painted in a thicker manner, hence the original plastic shows more through the black parts?

Also I have a suggestion about the pose - even if it's way too late now :P I would love to see it's hands clenched and resting on the floor gorilla-like, like if it was just about to leave it's base to run around the place!

vahl
01-16-2008, 06:19 PM
that looks awesome Tully

couldn't do anything the past few days, so tonight I loaded my base male head in mud and did this, 'bout 2 hours of work

http://wip.global-illusions.com/speed/headsculpt2h.jpg

still some work on it, neck and ears are untouched.

Soccerman18
01-16-2008, 07:52 PM
Wow Tully, that is some awsome work there.

tokidokizenzen
01-16-2008, 08:51 PM
Beautiful beautiful sculpt Tully. Can't wait to see more paint.

Asmuel
01-17-2008, 12:39 AM
For gods sake Tully, you don't do much for a guys ego. Looks bloody brilliant, now stop before the rest of us leave the industry /images/graemlins/tongue.gif

Chai
01-17-2008, 01:17 AM
This is like a hightech vibroblade, can also open beer cans and polish nails.


http://www.svartberg.com/wip/ts_blade_02_03.jpg

Neox
01-17-2008, 03:09 AM
[ QUOTE ]
@ Neox
Great colors
here is something about CelShadeing in UE3: http://www.hourences.com/book/tutorialsue3mated3.htm

[/ QUOTE ]

yep i read it and already built the cellshader and understand it, kind of xD
however, i have to change the method from an if-node to something different, because the if-node is just, if-then now inbetweens, so only hard shading, but i want it to be soft.
I really don't know how to create a Gradient that goes from light to shadow. i played around with the light vector and stuff, but i don't seam to find a way how to ramp the shading, been trying for like 3 nights to get to a point but i didn't get there.

I also searched for more information about materials but it seems that only hourences site has good informations about that.

@vahl: nice head,. but you should give the lips a bit more form, right now they are a little too straight i guess

Davision3D
01-17-2008, 04:09 AM
@ Tully
That looks alive! ...Would be hard for him to hold his balance in that pose. /images/graemlins/wink.gif

@ SEKNeox
I have no idea how that celshader works but im not into that UE3 Material system anyway. I really would like to see a screen of that celshader applied to your model.

Tully
01-17-2008, 04:13 AM
Ferg: That's a funny thing I've noticed about decent maquettes: they have the weird ability to make other people want to make their own maquettes. I'm a victim of Smellybug, you can be a victim of ME. Spread like zombies, we do /images/graemlins/wink.gif

Pior: Good idea for the pose! He has turned out fairly gorilla-y. I have to say I didn't put a whole lot of thought into his pose--mostly because I wasn't 100% sure what I wanted him to be. There are pros and cons to this method, obviously, but I think it's the funnest one /images/graemlins/laugh.gif

That is the way I'm going about painting it. Started with the nice gray base coat. The look you're describing actually isn't intentional at this point, but a bi-product of the paint quality (it ain't the best). Though I'm glad you like it! The hands have very little work done on them and the red (which is mixed with white and a little bit of blue--and has lost a lot of its vibrancy because of the poor pigment quality) is drybrushed on more opaquely over grey (rather than glazed over white, which is the case with some of the rest of the colour and leads to a brighter result), which has led to the thicker look.

Though I'm planning on keeping them mostly the same with a bit of a brighter red, sharp detail and veiny translucency. After the colour part is done, I've got some gloss varnish that will shiny up some areas. I've got a bit on the eyes, but there will be even more inside the mouth and stuff. It's pretty much as simple as that though

Hobodactyl: Will do! I'm considering a base for him at the moment (though I'm not convinced he needs it

Shepeiro, Rooster, Soccerman18, Vahl, tokidokizenzen, Davision3D: Thanks, glad you guys like it /images/graemlins/smile.gif

Ruz
01-17-2008, 04:25 AM
vahl - thats looking good. Are the eyes a bit small though?
something slighty bugs me about them , but great face structure anyway.

animatr
01-17-2008, 04:35 AM
Tully:
you have any pointers? or tutorials you looked at? what materials/tools used. all that stuff? ive been thinking about sculpting for a while, just not sure where to start. thanks!

Neox
01-17-2008, 04:59 AM
http://polyphobia.de/nonpublic/airborn/boy_toon_01.jpg

no specular, rim and other stuff applied, just the cellshader to play around with the shading

ander
01-17-2008, 07:03 AM
http://www.anderavila.planet.ee/Muu/Untitled-3.jpg

Building a spaceship for my 12th grade art class final project, I will probably present it in my art exam as well. Lots of work to be done.

hobodactyl
01-17-2008, 07:20 AM
Tully: You start realizing spending the extra couple of bucks on good paints is definitely worth it when you're spending so much time on a piece, makes working with them so much easier. Of course it still looks fantastic, it's really mostly for your own benefit /images/graemlins/wink.gif

sir-knight
01-17-2008, 08:19 AM
goddamnit I'm going home and crying in my corner... that is too kick ass tully.

aevirex
01-17-2008, 10:21 AM
[ QUOTE ]
http://polyphobia.de/nonpublic/airborn/boy_toon_01.jpg

no specular, rim and other stuff applied, just the cellshader to play around with the shading

[/ QUOTE ]

Looks cool! Btw, I did the cel shading technique on Hourences' website the first day I messed with UE3. ;D

Too bad I have no PC that could handle it atm, so I just guess... You could make a dot product of light vector and normal (should give you the gradiant) and power it up (should/could make the shadowing look more dramatic) or something. I'll give it a go when I get my new PC. /images/graemlins/smile.gif

Neox
01-17-2008, 11:23 AM
I RAMPED THE FUCKING SHADER!!!
http://polyphobia.de/nonpublic/airborn/boy_toon_02.jpg
yay

3 days of searching and testing and some times i was almost there but made some mistakes, but now the base works /images/graemlins/laugh.gif
ok now i can start working on the other parts.

hey aevirex thanks for posting /images/graemlins/laugh.gif
yes i found out that it was your technique, but your site is dead and i so muched hoped to learn more about the material editor, i'm very new to this node based stuff, and don't know shit about math, so i had to do it the good old trial and error way /images/graemlins/smile.gif

Uly
01-17-2008, 12:13 PM
SEK: Sweet. I like the Soft Ramp version most.

aevirex
01-17-2008, 12:22 PM
Soft ramp is sweet! How did you do it now? Did you try Transmission yet?

Yeah... I paid so much for the webspace and domain yet I don't use it. But something is in the works. /images/graemlins/smile.gif
Also I plan to write a few tutorials/make a material library or something as soon as I have a new PC. Hopefully that will happen quite soon.

Neox
01-17-2008, 12:35 PM
Ok sag bescheid wenn die Seite steht, den shader kannst dann haben wenn du magst /images/graemlins/wink.gif

Erm right now i only did it with the diffuse channel.
I used a dotproduct out of a lightvector and the normal (but i kinda prefer a plain blue 3vector in some cases, so i have to take a look if i could wash out the details of my normal a bit to make it smoother) as texture coordinates for a 1d texture (256x1 pixels wide) with a ramped gradient on it.

Next step will be the add of a cubemap to the ramped shading, is there actually a way to get the cube map out of the level or do i hav to create a generic one? For the test i'll use a generic one representing the colors of the world, reddisch ground, greenish surrounding and blueish sky, very blurry stuff i guess.
and then i'll go for rim and specular and maybe even reflection for the metal parts.

@uly: yeah i prefer the soft ramp too, but i guess i'll have to tweak the ramp anyways when i have an environment to play around with.

Davision3D
01-17-2008, 02:33 PM
Den shader könnt ich auch gut gebrauchen /images/graemlins/wink.gif
The Soft ramp is looking very good, allready reminds of the TF2 Shader. /images/graemlins/smile.gif A cubemap is a cool idea for that.

Neox
01-17-2008, 05:05 PM
still a lot of stuff to tweak but its the first version.
i think i could add a even harder edge deeper in the shadows. Spec and Reflection still missing

http://polyphobia.de/nonpublic/airborn/boy_ut4.jpg

and a shot without the ramp, for comparison
http://polyphobia.de/nonpublic/airborn/boy_ut4a.jpg

aniceto
01-17-2008, 05:30 PM
doing a short for this years christmas e-card, something simple and fun to work on between projects, thats all!
http://i32.photobucket.com/albums/d3/shika01/wombat10.jpg

fur later

Asmuel
01-17-2008, 06:01 PM
Lol pretty cool david /images/graemlins/laugh.gif

Justin_Meisse
01-17-2008, 09:10 PM
aniceto: made my girlfriend go "awwwww" so you're on the right track.

I've been working on a 500pt Warhammer warband, here's the musician
http://www.artbyjustin.com/images/minifigs/nw_musician.jpg
A couple more in here (http://www.artbyjustin.com/images/minifigs/)

Armanguy
01-17-2008, 10:11 PM
woot first ever chracater texture lol need some crits be gentle i used a mouse :P

http://img.photobucket.com/albums/v92/armanguy/theincrediblewip.jpg

any usefull texturing tutorials would be nice to know about /images/graemlins/smile.gif

culturedbum
01-18-2008, 12:57 AM
Arman guy- check out Ancient pigs texture tutorials

http://pig-brain.com/tut01/tut01_01.htm

diffa
01-18-2008, 01:01 AM
...

http://www.alphapolygon.com/pics/works/brushfem_06.jpg

hawken
01-18-2008, 02:52 AM
[ QUOTE ]
...

http://www.alphapolygon.com/pics/works/brushfem_06.jpg

[/ QUOTE ]

I remember this. Not much has changed?

thefatladysings
01-18-2008, 05:42 AM
@Justin, you still got some mold lines on the hands and top of the axe /images/graemlins/tongue.gif

diZzyWalnut
01-18-2008, 06:36 AM
I made a new basic head for zbrushing (only quads).

http://www.miseryproduction.com/divers/asch.jpg

Rota626
01-18-2008, 08:33 AM
Hi!
Trying to make a new portfolio. Some Wips:
http://www.rota-art.com/wip.jpg
All made from Arshlevon's basemesh.

Rota

Vassago
01-18-2008, 08:41 AM
That Danny Trejo is badass. The top right dude looks like a freaky vietnam pow, and the other guy looks like he belongs in a Tennessee bar crawl /images/graemlins/smile.gif

Awesome stuff /images/graemlins/smile.gif

PolyHertz
01-18-2008, 09:45 AM
Nice stuff Rota, but I think the sterno-mastoid (V shaped neck muscle) on both of the characters seems too thin, and on the thug too pronounced. the fingers on them also seem overly thin and bone-like. That symetrized noodle-vein on both hands of the war guy needs to go too.

Vitor
01-18-2008, 04:22 PM
Well after 2 months of hard studying for exams, without any 3d today i installed Zb on this crap computer and did a quick model. Out of Zbrush base sphere on 1h10:

Just more 1 month to be back...


http://img220.imageshack.us/img220/8094/zb31ck1.jpg

Neox
01-18-2008, 05:35 PM
typical Vitor eyes, but damn your getting great in formspeech, really like him

and a new shot,worked on the texture, still working on getting a more 2d look, but had good testresults with painted in, sharp round highlights, not dynamic, but who cares ^^

http://polyphobia.de/nonpublic/airborn/boy_ut7.jpg

Uly
01-18-2008, 05:37 PM
<3SEK

monkeyboy_garth
01-18-2008, 05:51 PM
@SEKNeox: that is awesome! Love the toony paintjob.

vahl
01-18-2008, 06:17 PM
moar
http://wip.global-illusions.com/speed/Christie02.jpg

BoBo_the_seal
01-18-2008, 08:24 PM
Neox, I love it soooo much! Great work!

- BoBo

ironbearxl
01-18-2008, 09:06 PM
some silo2 sculpting:

http://i84.photobucket.com/albums/k30/ironbearxl/Shae_silo_1.jpg

Swizzle
01-19-2008, 01:17 AM
Still trying to get used to texturing with normal maps. I'm so used to painting light and shadow even just from my traditional art experience that it's hard to stop the normal map and diffuse from fighting each other with lighting data. Anyway...

http://farm3.static.flickr.com/2147/2202704867_74b5c26f67_o.jpg

I still need to fix that weird normal map issue at the end of his 'stache. I also need to work on things other than the eyes, cheeks and nose. So far, I've barely touched the hair.

sama.van
01-19-2008, 01:36 AM
SEKNeox: Nice work on diffuse!

So, new challenger! "Warlock male"
http://sama.van.free.fr/version4.0/3D/Esenthel/HumanWarlockMale/WIP/WIP_sama.van_Esenthel_Warlock_Human_Armor_A_01.jpg

hawken
01-19-2008, 02:46 AM
hands are a bit long?

Renardin
01-19-2008, 06:05 AM
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/final_renders_228.jpg (http://cncreborn.planetcnc.gamespy.com/forumreborn/files/final_render_153.jpg)

Rota626
01-19-2008, 09:03 AM
SEKNeox : Awsome work, I Love the diffuse!

Johny
01-19-2008, 03:25 PM
jesus christ neox. fucking shweeeet !

Vitor
01-19-2008, 04:49 PM
ok last quicky, just to test if i did forget the whole thing... i really need to start using some more time on each model and actually do a full one.

http://img258.imageshack.us/img258/3991/zb32nc7.jpg

NeoShroomish
01-19-2008, 05:36 PM
http://img264.imageshack.us/img264/7091/98414815ta2.jpg

Sectaurs
01-19-2008, 08:03 PM
bevel/emboss is too heavy on the paint. makes it look like a colorful candy coating rather than chipped paint.

pior
01-19-2008, 08:12 PM
Vitor that's sooo nice! Loving it.

IronHawk
01-19-2008, 09:19 PM
http://home.comcast.net/~halljesse7/image_folder/turretStart3.jpg

More progress on the turret.

Thegodzero
01-20-2008, 02:11 AM
Something i revisited recently from 4 years ago.
http://tgz3d.com/infi_flat2.jpg

Entity
01-20-2008, 06:53 AM
I was inspired by some alien sketches david giraud did and decided to do my own.

http://i14.photobucket.com/albums/a329/ashrafazlan/aliensketch.jpg

bitmap
01-20-2008, 07:01 AM
[ QUOTE ]
http://img264.imageshack.us/img264/7091/98414815ta2.jpg

[/ QUOTE ]

you need to tone down the bump on the paint. right now looks like the paint is hell ticker than it should be.

Davision3D
01-20-2008, 07:56 AM
New head for the UT3 rodent faction /images/graemlins/smile.gif
http://www.daxx-web.de/rabbithead.jpg

PeterK
01-20-2008, 12:36 PM
SEKNeox : I love that texturework. Great job overall.

maestro
01-20-2008, 03:13 PM
hi there. I am working on a project where I am bringing UT3 models into 3D studio max with the intention of making a series of shorts with them. I am a one man operation but have written a number of scripts and storyboards that I am working from. So far this has been a really fun project and I am learning a ton about rigging a biped in 3ds max as I have to rig all of the models except the 3 default ones that Epic lets you download. Here are some recent still renders
http://www.davetyner.com/images/utx/hellbenderCityDriving.jpg

http://www.davetyner.com/images/utx/hellbenderCityDrivingRonin.jpg
http://www.davetyner.com/images/utx/hellbenderCityDrivingRonin2.jpg
http://www.davetyner.com/images/utx/hellbenderCityDrivingRoninClose.jpg

Thanks.

ironbearxl
01-20-2008, 03:20 PM
Nice details davidson3d!

indian_boy
01-20-2008, 03:46 PM
how do you bring UT 3 models into 3ds max?!

wanna try some stuff myself!

apart from studying those modesl! [oh god i love studying those models]

Swizzle
01-20-2008, 05:04 PM
New message from High Command:

All evil biomech space marines are now required to show a kinder, gentler side.

http://farm3.static.flickr.com/2034/2207158097_cc68631c92_o.jpg

Renardin
01-20-2008, 05:18 PM
Some in-game shots of the Nod Soldier for www.cncreborn.planetcnc.gamespy.com (http://www.cncreborn.planetcnc.gamespy.com)

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/screenshot12_735.jpg

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/screenshot09_279.jpg

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/screenshot08_914.jpg

The texture is being improved again by Xenobond.

oobersli
01-20-2008, 05:25 PM
[ QUOTE ]
hi there. I am working on a project where I am bringing UT3 models into 3D studio max with the intention of making a series of shorts with them. I am a one man operation but have written a number of scripts and storyboards that I am working from. So far this has been a really fun project and I am learning a ton about rigging a biped in 3ds max as I have to rig all of the models except the 3 default ones that Epic lets you download. Here are some recent still renders

Thanks.

[/ QUOTE ]

the models look better in the ue3. You could just use the matinee thing?

corrosion
01-20-2008, 05:48 PM
it doesnt seem like the normal maps are coming through, maestro.

corrosion
01-20-2008, 05:49 PM
renardin, the character reminds me of the mandalorians in black armor.

Neox
01-20-2008, 05:50 PM
thanks guys for your kind replies /images/graemlins/smile.gif

@vitor: something feels odd, can't really say what, maybe the head is a bit to wide looking from the side?
omg badass rhymeskillz -.-

@ironhawk: nice gun, really like the shapes

@davison: interesting concept, not really my stuff but thats just personal taste /images/graemlins/smile.gif

@maestro: yeah why don't you do it in engine?

ok i'm almost through, only a few things left, inside of the mouth, finding a way to add specular onto the glass, changing the color of the golden metalparts into something a bit darker, creating an on refmap, thats rougher, more toony then the cubemaps in U3.

http://polyphobia.de/nonpublic/airborn/boy_09.jpg

Skizot
01-20-2008, 06:03 PM
http://i27.tinypic.com/33a86e0.png
http://i28.tinypic.com/mh963o.png

been on a rock band kick lately. decided to model up a few things.. i rarely model anymore so these were fun.

maestro
01-20-2008, 06:21 PM
Thanks for your replies guys. I tried to learn matinee for a while but the documentation on how to do it was really "thin". I got to the part where I was trying to animate a vehicle and couldn't make the wheels turn. Also, I am way more familiar with 3dsmax so I decided to do it in there. The Ronin model has no other maps that the diffuse bmp b/c it was late and I got lazy =/.

I may still use ue3 - just port in my models and animations if it looks better. Thanks for your replies.

SEKneox - I love the style of your model, nice work!

Indian boy - 3D ripper x (I am now shamed)

ironbearxl
01-20-2008, 07:42 PM
Ace Sekneox, will he be playable?

Nice modeling there Skizot, i'm hooked on rockband too.

Skizot
01-20-2008, 09:54 PM
http://i30.tinypic.com/291ktco.jpg

yay for guitars!

Skeptical Nate
01-20-2008, 11:32 PM
Slowly but surely, should finish it soon.

http://i38.photobucket.com/albums/e117/SkepticalNate/ViolinWIP4.jpg

Neox
01-21-2008, 02:13 AM
[ QUOTE ]
Ace Sekneox, will he be playable?

[/ QUOTE ]

hope so /images/graemlins/smile.gif
but not as a UT3 Character /images/graemlins/wink.gif

@skizot: nice to see new stuff from you, how is SC going?

@nate: getting better with every update, like the style /images/graemlins/smile.gif

hawken
01-21-2008, 04:12 AM
bleah

http://farm3.static.flickr.com/2285/2209229680_0e4c094280_b.jpg

jeremy price
01-21-2008, 07:05 AM
some traditional (oil paint)... until the dominance war starts:)

http://www.jeremyprice.org/traditional/ardavenplace_01.jpg

IronHawk
01-21-2008, 07:52 AM
@ SEKNeox - Thanks bro. Loving your pilot dude. Did you finish up that plane from awhile back?

Jarrod1937
01-21-2008, 09:35 AM
First two, realtime. The 3rd is a preview render in 3ds max:

http://i28.photobucket.com/albums/c208/jarrod1937/benches_scn.jpg

http://i28.photobucket.com/albums/c208/jarrod1937/building_scn.jpg

http://i28.photobucket.com/albums/c208/jarrod1937/update_interior_3.jpg

ironbearxl
01-21-2008, 10:58 AM
Nice style and shading Skeptical Nate.

More wip:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_silo_4.jpg

Rhinokey
01-21-2008, 11:05 AM
http://www.tmhunt.com/pics/gordon.gif
tf2 gordon freeman

http://boards.polycount.net/showflat.php...SID=#Post261871 (http://boards.polycount.net/showflat.php?Cat=0&Number=261871&page=0&vc=&PHPSES SID=#Post261871)

ImSlightlyBored
01-21-2008, 11:59 AM
Been doing a few environment design models for The Codeine Chronicles. Its just to get a 3D reference shot that I can then work up final illustrations for, they aren't game-intended though when I've spare time I'd like to do them up in UE3 format.

http://img181.imageshack.us/img181/5629/clockroomkh6.jpg
http://img329.imageshack.us/img329/1511/piperoomfm7.jpg

Vitor
01-21-2008, 03:06 PM
Indeed Neox, actually now looking at it i don't think the head fits the body at all. I worked just the head first as a bust model, then as i had loaded the full Arsh baseman played a bit with the body but it didn't work that well as i thought.

Looking great the pilot there, but indeed as you said, make the golden darker, perhaps just add the yellow on the specular color and a little bit more of shiny.

Chai
01-21-2008, 10:07 PM
Did the lowpoly for the blade.

http://www.svartberg.com/wip/ts_blade_02_07.jpg

Neo_God
01-22-2008, 02:25 AM
Playing around with some silicone rubber and a mold I made of someone's head which I modified. Yeah, some nice Texas chainsaw massacre crap. This is actually not what the mold was intended for, but I felt like messing around with it.

http://img.photobucket.com/albums/v305/Neo_God/edgeinshit.jpg

Painting it was a bitch, as the only thing that you can paint silicone with is silicone that has pigment in it, and the stuff is like painting with corn syrup and fucks up brushes, so this thing was completely finger painted, resulting in a somewhat sloppy paint job.

Rens
01-22-2008, 03:02 AM
alex! thats kickass,

i love playing with those materials aswell.
great work,

RazorBladder
01-22-2008, 03:03 AM
Can I wear your face? /images/graemlins/smile.gif

notman
01-22-2008, 06:34 AM
holy crap that's gross.... nice work /images/graemlins/wink.gif It looks damn real (like you peeled someone's face off)

Slum
01-22-2008, 07:06 AM
neo_god, man i love your gore stuff. I was looking through your facebook photos the other day, and my girlfriend was deeply disturbed by the... deer images. I love it.

tokidokizenzen
01-22-2008, 08:35 AM
Neo_God, glad I didn't see this while eating lunch. Sloppy paint job? Looks very real to me, maybe sloppyness helped in this case.

flaagan
01-22-2008, 10:42 AM
"Sit on my faaaaace, and tell me that you love meeeee, I'll sit on your faaaace and tell you I love yooooou~"

(it's a Monty Python song)

Darksun
01-22-2008, 11:00 AM
LOL Neo that's disgusting! I love it!

s'more stuff. probably going to finish this later today or tomorrow so I can move on to a human bust.
http://img.photobucket.com/albums/v355/darksungames/Garbage/jb-05.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/jb-02.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/jb-04.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/jb-03.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/jb-01.jpg

adamlewis
01-22-2008, 12:17 PM
Neox: This character keeps looking better and better. Can't wait to see it fully completed.
Neo_God: That is highly disturbing. Great work.
Darksun: I like what you've done with the hands. You could probably thicken the ears on him slightly.


Aaaand another head. I'm sure you guys are getting sick of these but they're great practice!

http://www.adamvfx.com/head3.jpg

caseofchill
01-22-2008, 12:32 PM
That's awesome neo_god. You outta put it on a plate in the fridge when some buddies come over, see if they notice.

DH_
01-22-2008, 12:43 PM
http://www.horribledeath.com/images/barflez_wip05_th.jpg (http://www.horribledeath.com/images/wip/barflez_wip05.JPG)

More progress. I've still got a ways to go and need to tie some of the pieces together some more.

*ref image* http://www.horribledeath.com/images/wip/Barflez_wip_ref.jpg

Ruz
01-22-2008, 04:31 PM
adamlewis - really nice style you got going there.

Neo_God
01-22-2008, 06:31 PM
Hey, thanks guys, I suppose the paint job doesn't seem as sloppy from that picture, but upon closer inspection it is pretty sloppy. But I guess that doesn't really matter too much. Oh and Slum, I guess I'm just good at gore, and I have done that sort of research, haha (such as the deer) to see how this stuff really looks, haha. Rens, you should post some of the stuff you have done.

DH_, It's pretty awesome that you're still working on finishing your original Blizz comp entry. Usually if I miss the deadline for a comp, I just say fuck it and forget about it. My only crit may be that feet seem a little clunky looking.

Kevin Johnstone
01-22-2008, 06:38 PM
DH - Love the repitition of the elaborate loops on the thighs and chest.

k.

konstruct
01-22-2008, 10:19 PM
DH_

nice modeling man, I know your basing it off of a WOW character, but something you might want to be aware of is shoulder pads that limit mobility in the sense that they have large details that penetrate the head, are sometimes viewed as a cliche mistake that lots of newb-ish people do, in the same sense that lenses flares are viewed.

Its clear that your a bad ass at what you do, (the texture work on Effigy is partly what pushed me towards 3D) but this is something that might have slipped by due to lack of fresh eyes on it.

AsylumSeaker
01-23-2008, 01:11 AM
A large, spikey, fortress cathedral.
http://img213.imageshack.us/img213/8648/71638570fn5.jpg
http://img297.imageshack.us/img297/2705/towersrz1.jpg

ImSlightlyBored
01-23-2008, 06:37 AM
looks brutal

One thing though, Cathedrals are normally cross (crucifix) shaped. I think if you built that in to that model, it'd be alot more obvious its a cathedral.

Looks a bit UT3-ish. I can just imagine it being metal plated. With scratches on every edge!

Noisybast
01-23-2008, 08:14 AM
DannyLad: Yeah, I mostly just lurk, but I'm determined to get some actual work done this year /images/graemlins/laugh.gif
Agree with you about the scratches. I'll get those added in ASAP.

Notman: You might be right. Might need to put some (less drastic) rust on other parts of the sign. Reckon some scratches and general fucked-up-ness would probably help that lettering no end, too.

StJoris
01-23-2008, 09:15 AM
Massive cathedral Asylum!

Slightly bored is right though and I'd also take a look at gothic cathedrals building forms. Your building shapes can be a little more logical construction wise. Seems some like some scaling discontinuity too. If the tiny entrances in the towers are doorways, then the stairs would be a couple time that height, unusable thuse.

ironbearxl
01-23-2008, 12:15 PM
Trying out some stuff, going kind of slow though:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_silo_5.jpg

AsylumSeaker
01-23-2008, 04:28 PM
[ QUOTE ]
looks brutal

One thing though, Cathedrals are normally cross (crucifix) shaped. I think if you built that in to that model, it'd be alot more obvious its a cathedral.

Looks a bit UT3-ish. I can just imagine it being metal plated. With scratches on every edge!

[/ QUOTE ]

Yup, I'm aware of that. Did a bit of research. But the cathedral was originally for battlefield 40k, and I felt the cruscifix shape would have been out of context. Would be easy enough to rearrange it though, maybe I will.

Vitor
01-23-2008, 05:19 PM
Well just some more quick practice while resting from studying
Would need a lot more time to elaborate the model, but whatever...

... it hurts...



http://img136.imageshack.us/img136/5903/hurtslw8.jpg

Davision3D
01-24-2008, 03:29 AM
Is he crying because half of his head is blown up? /images/graemlins/wink.gif Why no screaming?

@ ironbearxl
I didnt know that silo can do such a high poly count. I think she needs some eyebrows that fit to her hairstyle.

AsylumSeaker
01-24-2008, 04:44 AM
I thought that was blood rather than tears.

sama.van
01-24-2008, 06:53 AM
WIP...:)

http://sama.van.free.fr/version4.0/3D/Esenthel/HumanWarlockMale/WIP/WIP_sama.van_Esenthel_Warlock_Human_Armor_A_03.jpg

Talon
01-24-2008, 07:22 AM
Working on a basemesh for sculpting.

http://img246.imageshack.us/img246/1246/basemeshgt5.jpg

SupRore
01-24-2008, 10:27 AM
Hands are huge, man. Length is proportionate to the face, not the head. Otherwise looking cool. /images/graemlins/smile.gif

Talon
01-24-2008, 11:06 AM
Cheers, dude, good call /images/graemlins/smile.gif

I've scaled them down.

Davision3D
01-24-2008, 11:14 AM
The strange forehead loop will bug you while sculpting the head form. Everything else looks good.

rooster
01-24-2008, 11:54 AM
i dunno its all quads, think itll be a problem?

Jesse Moody
01-24-2008, 11:56 AM
http://artbyjessemoody.com/clone_sculpt/moldingitup.jpg

Talon
01-24-2008, 12:55 PM
[ QUOTE ]
i dunno its all quads, think itll be a problem?

[/ QUOTE ]
Yeah, I gave it a go and it was causing some oddities, the mesh wasn't very nice to sculpt with at low subdivisions.

I've fixed it up now so it all terminates nicely.

Cheers, Davision3D /images/graemlins/smile.gif

pior
01-24-2008, 01:02 PM
Just started on this, I plan to stay away from the usual production pipeline and want to quickly make rouch basemeshes for each piece, and sculpt each piece one after the other - instead of doing the character as a whole.

Day one, kneepads!
http://img.photobucket.com/albums/v242/pior_ubb/pior_cop_wip_001.png

Rhinokey
01-24-2008, 01:56 PM
Post deleted by gauss

Ape.of.Gods
01-24-2008, 02:29 PM
Pior, what's sculpted and what isn't there (other then the obvious being the lower half sculpted)

Still not sure how some people around here are doing pretty good hardbody stuff in zbrush or mudbox, everything I've tried looks like mush.

pior
01-24-2008, 02:37 PM
Ape that will be him
http://img.photobucket.com/albums/v242/pior_ubb/pior_copwip_004c.jpg

For the spherical part I had the base done in classic modelling fashion, just a simple shape with a shell modifier linked to a profile spline in Max. The details sitting on top of that sphere shape are all sculpted in, that's basically the way I want to go for the whole model - big simple polygons shells done in a couple minutes, then some time spent on sculpting, bam, next piece!

Can't tell about Zbrush but for MB I just untick the 'update plane' tickbox in the flatten brush options - it's like instant magic!

EarthQuake
01-24-2008, 03:11 PM
you dirty french-monger

ImSlightlyBored
01-24-2008, 03:12 PM
thats pretty sweet man
I still really like that concept



been doing a lot of these recently
http://www.medicinal-waste.co.uk/entrydispmodel.jpg
http://www.medicinal-waste.co.uk/Treescene.jpg

Just reference models which is a good job as those trees alone are 11,000 tris each and those pillars are something stupid-high as well.

ironbearxl
01-24-2008, 04:02 PM
Awesome pior!

Davidson3d: The head is about 1.5 million polys. From using Silo I can tell you it crashes if you go over +2million polys on an object, but you can have multiple objects with over 1 million polys in the scene and everything still run fast.

DH_
01-24-2008, 04:31 PM
http://www.horribledeath.com/images/barflez_wip06_th.jpg (http://www.horribledeath.com/images/wip/barflez_wip06.JPG)

ok so I'm fairly comfortable with where the model is at, on to Zbrush.

Added the helmet (which I don't intend for her to actually wear)

In regards to some previous comments on the shoulders, yea it's a pretty dumb design but I decided to keep them as is aside from trimming the side near the head a bit. Blizzard's armors are 90% about the shoulder/head designs so those are the areas I wanted to stay most true to my source with. Plus I figured plate armor isn't exactly going to let you move like a ninja anyway, so mobility isn't too big an issue for me.

Big shoulders are fun!

Still have to do the weapon/shield

ref - http://www.horribledeath.com/images/wip/Barflez_wip_ref.jpg

*edit*

helmet after zbrush pass

http://www.horribledeath.com/images/wip/barflez_helm_wip.jpg

Talon
01-24-2008, 05:51 PM
Not sure if these are any use to people, but I've put my basemeshes for sculpting up for download/butchering/altering/whatever you want.

They're obviously far from perfect, but they seem to perform alright.

> Head bust basemesh. (http://www.hull-breach.com/Talon/temp/baseMeshBust.obj)
> Full body basemesh. (http://www.hull-breach.com/Talon/temp/baseMeshBody.obj)

I guess I'll work up some better ones once I start to find the limitations on these :P


Loving those armor details DH_ /images/graemlins/smile.gif

Darksun
01-24-2008, 10:17 PM
DH_ that's badass! it's cool to see the WoW stuff bumped up a notch in detail since the game is so simple.

Are you starting the stuff in 3DS with subD, then bringing it to Zbrush?
btw, do you know why Zbrush won't let you add levels of SubD without deleting history or the lower levels?

Anyways, I'm beginning to understand why Michael Whelan said "if I ever have to paint that many scales again I'm committing ritual suicide"
I don't even have that many:
http://img.photobucket.com/albums/v355/darksungames/Garbage/janqc-01.jpg

rooster
01-25-2008, 03:08 AM
that helmet is pretty frigging cool DH_

SouL
01-25-2008, 05:14 AM
DH: Just a suggestion; I understand you're following the original model/texture for reference but I think your model would look better if you were to take some liberty and give her armor much better shapes and silhouettes.

All the WoW textures are just painted on really basic geometry.

Take the helmet for example, the silhouette shape is really basic. But if you played around with the jaw portion of the helmet or even angled the teeth out more, you'd get a much better shape.

She looks cool, though.

DerDude
01-25-2008, 08:55 AM
http://www.dietrichmagnus.com/blog/pics/hair_01_back.jpg
http://www.dietrichmagnus.com/blog/pics/hair_01_front.jpg
for an commercial small game

DerDude
01-25-2008, 08:57 AM
http://www.dietrichmagnus.com/blog/pics/spike.jpg



http://www.dietrichmagnus.com/blog/pics/wip_girl02.jpg


for fun, still wip

DerDude
01-25-2008, 08:58 AM
http://www.dietrichmagnus.com/blog/pics/mokey_buisness01.jpg
some private stuff for an private game /images/graemlins/smile.gif

warby
01-25-2008, 01:18 PM
http://warby.bitproll.de/wip/facade_wip.jpg

IronHawk
01-25-2008, 01:24 PM
Rocking it Warby! Great building facade.

DH - helmet is looking mean!

caseofchill
01-25-2008, 01:40 PM
Like the building warby. The boards seem too light in spots to me, but overall it looks very nice.

TheMadArtist
01-25-2008, 01:40 PM
Gorillas with chainguns? Excellent. /images/graemlins/laugh.gif

DH_
01-25-2008, 03:36 PM
[ QUOTE ]
DH_ that's badass! it's cool to see the WoW stuff bumped up a notch in detail since the game is so simple.

Are you starting the stuff in 3DS with subD, then bringing it to Zbrush?
btw, do you know why Zbrush won't let you add levels of SubD without deleting history or the lower levels?


[/ QUOTE ]

Thanks /images/graemlins/smile.gif, its all sub-D so far. I'm doing the more ornate details in ZB, similar to what I showed with the helmet.

here's a wireframe of the armor
http://www.horribledeath.com/images/wip/barflez_meshwire.jpg

as for your zbrush problem, I can't recall off the top of my head, but zbrush does have a lot of wierd rules on subdivision once you start using local subdivision and layers. I've started making sure I'm really really really happy with everything before I add layers or do local subdivision since it's kind of a point of no return it seems :/

Soul : Yea I plan to pull some verts around once I get this baked to a low poly, to mess with the proportions/silhouette a bit. I'm kind of thinking I might have too much small silhouette that will eat up a lot of polygons when I do the low poly mesh. There's a lot of things poking off all over her that I can't just bake down to something it's near without it looking odd.

I did try a lot more exaggerated stuff with the armor early on but I could never get into how it ended up and would just redo it. It's one of the reasons I really wanted to keep the helm/shoulder as close to source as possible since they define that armor set so much.

thefatladysings
01-25-2008, 03:43 PM
an anorexic zombie:

http://i2.photobucket.com/albums/y38/skwuig/zomb01.jpg

haven't really started on the head yet.
Made from Arshs baseman

okkun
01-25-2008, 04:15 PM
That's pretty sweet Warby! Nice texture work.

Holy shit, page 400!

SHEPEIRO
01-25-2008, 04:22 PM
nice crap 'ole warby

Neo_God
01-25-2008, 05:29 PM
Looks great Warby, only complaint is the lack of shadow, I guess those will be generated though, because right now everything looks sorta pasted on top of everything.

Once again, not digital work, but rather sculptural FX work (I probably should post some more digital stuff to keep up the status quo)
My one peer asked me to help him give himself fake breasts for his one assignement, he sculpted and casted the breasts, I applied them and painted them. The end result was creepy and led to one of the most awkward photoshoots ever.

http://img.photobucket.com/albums/v305/Neo_God/Gtit0.jpg
After application, but not blended to his flesh

http://img.photobucket.com/albums/v305/Neo_God/Gtit1.jpg
After Blending, yeah, creepy

http://img.photobucket.com/albums/v305/Neo_God/Gtit2.jpg
wet tee shot, he looks like a really butch dyke here too.

they are made of silicone, hollow, however we did inject them with fake blood and made a nice little videos where he tore them off his body.

ah...the fun we have at art school...

SHEPEIRO
01-25-2008, 05:36 PM
thats the bestest wrongest work ive seen for a long time

Neo_God
01-25-2008, 05:39 PM
[ QUOTE ]
thats the bestest wrongest work ive seen for a long time

[/ QUOTE ]

be thankful I don't have the copies of the real photos we took...quite possibly the creepiest things in the world. And these photos are meant to be hung in the president of the school's office.

notman
01-25-2008, 05:40 PM
It puts the lotion on the skin.....

That creeped me out seeing it... I can only imagin being the one applying it :P

Ferg
01-25-2008, 06:18 PM
hey that chick's got a pretty nice set of oh dear god no

Sectaurs
01-25-2008, 06:23 PM
his face in all the photos makes them.

priceless!

Ape.of.Gods
01-25-2008, 07:10 PM
Warby: Have a break down of that? Nice work and wouldn't mind seeing wires and how you did your texture layouts.

NeoGod: That's for another sleepless night.

pliang
01-25-2008, 07:25 PM
Some of us have already "developed" those assets.

Slipstream
01-25-2008, 07:45 PM
My eyes will never be the same /images/graemlins/frown.gif

Rwolf
01-25-2008, 09:10 PM
ahhahah nice one neo.

hawken
01-25-2008, 10:02 PM
like a bat outta hell!

Armanguy
01-25-2008, 10:16 PM
im not gonna lie thats kinda messed up.

Slum
01-25-2008, 10:24 PM
Mister Alex, NeoGod... I really want to meet you. You are as twisted as I am. hahaha